Reworking 2D interactions

This commit is contained in:
2025-05-16 23:16:27 +02:00
parent ff85b67087
commit 4afb02440c
9 changed files with 112 additions and 81 deletions
@@ -1,46 +0,0 @@
using Babushka.scripts.CSharp.Common.Farming;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class VesnaBehaviour : Node
{
[ExportGroup("Farming")]
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Signal] public delegate void ToolPickupEventHandler(bool success);
public override void _Ready()
{
_farmingControls.FieldParent = _fieldParent;
}
#region Farming
public void ActivateHoe(bool activate)
{
ActivateTool(activate, 0);
}
public void ActivateWateringCan(bool activate)
{
ActivateTool(activate, 1);
}
private void ActivateTool(bool activate , int toolId)
{
bool success = false;
if (toolId == 0)
{
success = _farmingControls.ActivateHoe(activate);
}
else if (toolId == 1)
{
success = _farmingControls.ActivateWateringCan(activate);
}
EmitSignal(SignalName.ToolPickup, success);
}
#endregion
}
@@ -1 +0,0 @@
uid://bblprbhnbyv77
@@ -13,29 +13,30 @@ public partial class FarmingControls2D : Node2D
[Export] private Camera2D _camera;
public FieldService2D FieldParent;
private bool _hoeInHand = false;
private bool _waterCanInHand = false;
private int _toolId = -1;
#region Tools
public bool ActivateHoe(bool activate)
public bool ActivateTool(bool activate, int toolId)
{
bool success = ActivateTool(activate, _hoeSprite);
_hoeInHand = success;
return success;
}
public bool ActivateWateringCan(bool activate)
{
bool success = ActivateTool(activate, _wateringCanSprite);
_waterCanInHand = success;
return success;
}
private bool ActivateTool(bool activate, Sprite2D tool)
{
tool.Visible = !activate;
if(_toolId < 0)
return false;
switch (toolId)
{
case 0:
_hoeSprite.Visible = activate;
break;
case 1:
_wateringCanSprite.Visible = activate;
break;
default:
_toolId = -1;
break;
}
_toolId = toolId;
return !activate;
}
@@ -47,12 +48,12 @@ public partial class FarmingControls2D : Node2D
Vector2I adjustedPosition = new Vector2I(AdjustValue(mousePosition.X), AdjustValue(mousePosition.Y));
if (@event.IsActionPressed("click") && _hoeInHand)
if (@event.IsActionPressed("click") && _toolId == 0)
{
MakeField(adjustedPosition);
}
if (@event.IsActionPressed("click") && _waterCanInHand)
if (@event.IsActionPressed("click") && _toolId == 1)
{
WaterTheField(adjustedPosition);
}
@@ -29,16 +29,8 @@ public partial class VesnaBehaviour2D : Node
private void ActivateTool(bool activate , int toolId)
{
bool success = false;
if (toolId == 0)
{
success = _farmingControls.ActivateHoe(activate);
}
else if (toolId == 1)
{
success = _farmingControls.ActivateWateringCan(activate);
}
EmitSignal(SignalName.ToolPickup, success);
bool activated = _farmingControls.ActivateTool(activate, toolId);
EmitSignal(SignalName.ToolPickup, activated);
}
#endregion
+36
View File
@@ -0,0 +1,36 @@
using Godot;
namespace Babushka.scripts.CSharp.Common;
/// <summary>
/// Switches between two available Sprite Options.
/// </summary>
public partial class SpriteSwitcher2D : Node2D
{
[Export] private Sprite2D _firstSprite;
[Export] private Sprite2D _secondSprite;
[Export] private bool _state = true;
[Signal]
public delegate void SwitchEventHandler(bool state);
public override void _Ready()
{
SetState();
}
public void SwitchState()
{
_state = !_state;
EmitSignal(SignalName.Switch, _state);
SetState();
}
private void SetState()
{
if(_firstSprite != null)
_firstSprite.Visible = _state;
if(_secondSprite != null)
_secondSprite.Visible = !_state;
}
}